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Grigg's three teams

When you talk to Grigg at the Rusty Tankard, he'll point you at three pre-built mercenary pairs. Each charges a small daily wage and fits a different class profile. Pick the team that covers your weakness, not the team that doubles your strength.

Wages

Wages are paid daily. The three teams are tiered cheap / mid / pricey relative to each other (Wrecking Crew cheapest, Old Guard most expensive). Specific values shift with economy balancing - talk to Grigg in-game for current rates.


The Wrecking Crew

"Twin half-orc brothers. One hits hard, the other shoots far. Loud."

Specialty: Damage / damage. Both brothers do kills. Neither is a tank, neither heals.

Members: Kash (melee) + Renn (ranged)

Daily wage: Cheapest of the three

Best fit for:

  • :material-sparkles: Mage - they hold the front, you cast clean
  • Ranger - three-ranged team is brutal at distance
  • Herbalist - you stay back and brew, they kill
  • Bard - Charisma supports, they execute

Avoid for:

  • Warrior - you're already a Wrecking Crew of one
  • Rogue - they're loud, you're sneaky; they break stealth

Where to hire: Rusty Tankard, talk to Grigg.

talk grigg
hire wrecking_crew

Shield & Sparks

"A dwarf paladin and a halfling tinkerer. Unbreakable and unpredictable."

Specialty: Tank + utility. Harn holds the line; Pip drops traps, opens locks, fixes gear.

Members: Harn (paladin tank) + Pip (tinkerer)

Daily wage: Mid - slightly more than Wrecking Crew

Best fit for:

  • Rogue - Harn anchors aggro, Pip's traps cover your flanks
  • Wanderer - covers your weak spots
  • Monk - Harn complements your discipline; Pip patches your gear
  • Tinkerer - Pip's a force-multiplier on your kit

Avoid for:

  • Necromancer - Harn has opinions about your spellbook (he stays, but Trust tanks)

Where to hire: Rusty Tankard, talk to Grigg.

hire shield_and_sparks

The Old Guard

"Married veterans. He heals, she incinerates. They bicker about everything."

Specialty: Sustain + ranged burst. Hendrik heals; Maelis casts. Long fights only get better with them in the party.

Members: Hendrik (cleric/healer) + Maelis (fire mage)

Daily wage: Most expensive of the three - worth it

Best fit for:

  • Warrior - Hendrik keeps you up; Maelis burns the back line
  • Paladin - double the sustain, mage-friendly
  • Cleric - double-cleric is a flex; lets you specialize into Battle Priest
  • Bard - Hendrik's a chatty NPC; Maelis hates it
  • :material-sparkles: Mage - Mage + Mage = burst

Avoid for:

  • Necromancer - Maelis fights necromancers; do not bring her near your spirits

Where to hire: Rusty Tankard, talk to Grigg.

hire old_guard

On 'Aldous' vs 'Hendrik'

The merc id is merc_aldous but the display name is Hendrik drift dating back to S192. If you see "Aldous" in any user-facing prose, that's a leaked id (file a bug). His wife is Maelis.


Where do you actually go first?

Hire your team, then:

Class First destination Why
Wanderer Notice board Easy quests, all classes
Warrior Watchhouse Town Guard rep + paid combat
Rogue Shady NPCs at docks Thieves Guild contacts
Ranger Greenweald (south gate) Forage + tracking + game
Scholar Temple library Bestiary scribing + lore
Bard Tavern stage Perform for tips + rumors
Herbalist Greenweald + apothecary Forage loop
Mage Arcane Collegium Trainer + spell library
Monk Dojo / Temple chapel Free sparring SP
Cleric Temple of the Dawn Trainer + hospice
Necromancer Out of town (Darkhollow) Don't cast in Ghelmyon
Tinkerer Workshop / smithy Workbench access
Paladin Temple chapel-yard Drills + trainer

Bigger merc companies (later)

Beyond Grigg's trio, three large companies operate out of Ghelmyon:

  • Iron Wolves - heavy fighters, expensive daily wage, high HP
  • Shadow Hands - stealth/scouts, cheaper, may steal from your loot
  • Pale Sisters - healers/support, rare, gated behind trusted (20+) company rep

These open up around mid-game. See the Companions overview when those articles ship.


See also